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#331
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![]() Quote:
1) Equal skill (chance of deflection): Code:
1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 10 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 32.26 20 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 32.26 30 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 32.26 40 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 32.26 Code:
1.25 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 10 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 41.94 20 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 48.39 30 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 58.06 40 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 64.52 Code:
0.8 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 10 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 25.81 20 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 19.35 30 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 12.90 40 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 6.45 Last edited by hwfanatic; 07-31-2011 at 03:36 PM. |
#332
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Hi yall
![]() I've went through SW1 and 2's carcasses file to change Raptor_pl0's speed, armor, energy, maneuverability, and steering power, but encountered a problem when attempting to plug in the same numbers in SW3. When the ship engages in combat, it gets close to the enemy, attempts to attack, but then speeds off at max speed (7000) until it disappeared from my local camera view. =( It returns later on to resume the attack but it barely shot off more than a few rounds until it speeds off again. Raptor's stats: <max_speed>70</max_speed> <maneurability>50</maneurability> <steering_power>5000</steering_power> I don't think the other stats that I've changed would affect this weird speeding off behavior. I tried putting the speed to only 25, but even at that, it speeds off while attacking, but doesn't go as far as 70 ![]() I also tried increasing the mass to 80000, but it still did that speeding behavior. I was hoping the mass would weigh it down, since I use the same numbers for speed on my Mothership_arba, and she handles like a dream. ![]() Thanks for any replies ![]() |
#333
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All parameters are much too high for any ship. Check the other ships. None of the fighters in SW3 has more than 15 speed or maneuverability. AI can't handle speeds like 70 or 50 maneuverability.
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#334
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Edit:
This part is now irrelevant. See below. So, as part of my effort to rebalance combat in SW3 (since I have no idea how to go about rebuilding it), I've come to meddle with the weapons, and I need to get a common measurement of damage over time. I'd been fairly pleased with how I got it atm (zipped .xls included; contains original and modified carcass and module infos, for any who care. Note: I haven't gotten around to tinkering with corvettes, MSes or MS-gear), but I haven't done comprehensive testing yet, and then I discovered that how I thought weapons work, isn't. Oh. Ow. The terms of relevance, tmk, are Recharge Rate, Rate of Fire Burst and (under 'Bullet') Damage. Damage is obvious. Burst as well. Each time the criteria for firing are met, it fires # projectiles in a burst, where #=Burst value. Duh? Alright, onwards. Recharge Rate is a cooldown. If firing criteria are met in less time than the RR, it won't fire. That simple. Where I'm stuck is what exactly Rate ot Fire is. (And if you know how RoF is calculated, that'd be a plus :p) ~ Irrelevance ends here ~ I messed with it shortly this morning, and all I can figure thus far is that it's not part of the displayed RoF in the weapon info. I thought it might be the spacing between shots in a burst, but I can't substantiate that. Edit: so, update. In the above- A) every single instance of RoF should be RR aside from the calculation question. B) both are used in the RoF formula. I can only plead industrial fatigue. For any interested, RoF (in the weapon tooltip) is: 60*Burst/(RR+RoF). I'm glad to say that the weapon rebalance is now taking on a shape. A rock-paper-scissors sort of shape, but that's okay too. Lasers and plasmas are high single hit damage, miniguns are low single damage but high DoT, and p.lasers and Cannons are somewhere inbetween. I've been considering standardizing base fighter speed (to, say, 1), and create a set of moving_force_ratio-modifying 'engine's to actually determine your ship's speed. Three problems. * I can't limit this, so there's nothing stopping you from putting the best one in every ship. Maybe I'll put some thought into disincentives, i.e. built-in maluses. * will almost neccesitate adding another system slot to every ship, and I haven't gotten a sufficient hang of modding the gui yet. * will ABSOLUTELY require that I manually mod every single ship in shipdescriptions.xml, and lord knows where else. I'm not up to that right now. Oh, and I added a Smilodon mk2 (lower maxspeed, higher manuverability, 1 extra system). Can't get it to sell, for some reason, so I patched it into GW's maintenance station script. That'll do for now. Last edited by Sing_In_Silence; 10-06-2011 at 06:41 PM. |
#335
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hello all
![]() havin a little trouble with InitTradeSystem: basically, i edit the values with notepad then save to desktop then replace old with new via drag and drop. i did open FloodTradeStations, but just for references, the actual code made the glaze on my eyes glaze over. ![]() now, i only changed the ships for the SI shop ( to see what value is what ship ), but yet randomization has stopped and any missiles present on the station reaches ludicrous levels and beyond (IE: 1st trade with station, all is fine. 2nd its something like 123000000, 3rd its 2460000000 etc.), my missiles have been modded for a higher count ( basically added a 0 to the ammo count (so a dumbfire is now 160 instead of 16) ![]() where does the problem lie? EDIT: woops, ignore this folks ![]() Last edited by epicfatman; 05-08-2012 at 12:00 AM. Reason: figured it out |
#336
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Hello everyone (anyone?),
I just recently realized, that SW3 actually existed and had to get my hands on it. I already modded SW1 (which I really enjoyed modding and playing) and am eager to do the same with SW3. I just stumbled upon an annoying problem and I hope some of you can help me out: Okay I admit I was lazy and did not read through all 34 pages, but I'll ask anyway: Did anyone found out how to add additional Hero-Specializations to the selection? I could never figure that out, so I simply replaces the standard hero pilot with my custom pilot/skill tree in the "InitTeamScript.script". But oddly, the hero pilot isn't added in there anymore, and I couldn't yet figure out where it is done. Thanks to all of you, one way or another. Last edited by DracoDruid; 06-05-2012 at 10:09 AM. |
#337
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Can I Ask In The Mothership Mod 0.27 for Star Wolves 3 is it hard to make the other mothership designs launch & Dock Fighters ? if not how ?
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#338
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You would have to edit the IMD files of the ships with the IMD Editor, then add one "HangarIn" and another "HangarOut" Reference.
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#339
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<TurretModule name="TPLC1"> <short_name>#M_Name_TPLC1</short_name> <hint>#M_Hint_TPLC1</hint> <short_desc>#M_SDesc_TPLC1</short_desc> <long_desc>#M_LDesc_TPLC1</long_desc> <mesh_name>En_Turret_BG10</mesh_name> <flat_image>En_Turret_BG10</flat_image> <hit_points>20</hit_points> <mass>100</mass> <disable_trade/> <cost>51000</cost> <technology/> <attach_type>ALL_SHIPS</attach_type> <recharge_time>0.5</recharge_time> <viewing_angle>10</viewing_angle> <dispersion>0.01</dispersion> <min_distance>10</min_distance> <max_distance>85</max_distance> <rate_of_fire>1</rate_of_fire> <burst_count>1</burst_count> <azimuth_rotation_speed>60</azimuth_rotation_speed> <rise_angle_rotation_speed>30</rise_angle_rotation_speed> <BulletParams> <damage>40</damage> <bullet_length>1</bullet_length> <speed>100</speed> <damage_type>LASER</damage_type> <graph_type>LASER</graph_type> <sfx_index>3</sfx_index> </BulletParams> </TurretModule> & <TurretModule name="TbPLC1"> <short_name>#M_Name_TPLC1</short_name> <hint>#M_Hint_TPLC1</hint> <short_desc>#M_SDesc_TPLC1</short_desc> <long_desc>#M_LDesc_TPLC1</long_desc> <mesh_name>En_Turret_BG10</mesh_name> <flat_image>En_Turret_BG10</flat_image> <hit_points>20</hit_points> <mass>100</mass> <disable_trade/> <cost>51000</cost> <technology/> <attach_type>ALL_SHIPS</attach_type> <recharge_time>3</recharge_time> <viewing_angle>10</viewing_angle> <dispersion>0.01</dispersion> <min_distance>10</min_distance> <max_distance>85</max_distance> <rate_of_fire>1</rate_of_fire> <burst_count>3</burst_count> <azimuth_rotation_speed>60</azimuth_rotation_speed> <rise_angle_rotation_speed>30</rise_angle_rotation_speed> <BulletParams> <damage>40</damage> <bullet_length>1</bullet_length> <speed>100</speed> <damage_type>LASER</damage_type> <graph_type>LASER</graph_type> <sfx_index>3</sfx_index> </BulletParams> </TurretModule> |
#340
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For editing Fire-Rate and Damage:
Code:
*Note: Both are important for the firerate: recharge_time and rate_of_fire RED = Firerate Stuff GREEN = Damage Stuff <TurretModule name="TLC3"> <short_name>#M_Name_TLC3</short_name> <hint>#M_Hint_TLC3</hint> <short_desc>#M_SDesc_TLC3</short_desc> <long_desc>#M_LDesc_TLC3</long_desc> <mesh_name>En_Turret_M82_Daga_T</mesh_name> <flat_image>En_Turret_M82</flat_image> <hit_points>20</hit_points> <mass>100</mass> <disable_trade/> <cost>84000</cost> <technology/> <attach_type>ALL_SHIPS</attach_type> <recharge_time>2</recharge_time> <viewing_angle>10</viewing_angle> <dispersion>0.01</dispersion> <min_distance>10</min_distance> <max_distance>95</max_distance> <rate_of_fire>1</rate_of_fire> <burst_count>1</burst_count> <azimuth_rotation_speed>60</azimuth_rotation_speed> <rise_angle_rotation_speed>30</rise_angle_rotation_speed> <BulletParams> <damage>130</damage> <bullet_length>1</bullet_length> <speed>100</speed> <damage_type>LASER</damage_type> <graph_type>LASER</graph_type> <sfx_index>0</sfx_index> </BulletParams> </TurretModule> |
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